C2C - Tips and Tricks

Before building the Hannibal stella of law wonder make sure you can afford the upkeep of the courthouses you get, they cost 15 gold per city in upkeep.
 
Before building the Hannibal stella of law wonder make sure you can afford the upkeep of the courthouses you get, they cost 15 gold per city in upkeep.

Ahh, but courthouses decrease maintenance costs! Decreasing maintenance of several other buildings might make it worth it.

My only genuine tip (I'm not the best player) is something I've already said before. Do you like the idea of barbarian civs and revolutions, but hate the game slowdown and high memory usage of dozens upon dozens of civilisations? Go to the UserSettings folder in your Caveman2Cosmos mod folder, and look for Revolution.ini. Open this file in a text editor, notepad will do but programs make Notepad++ make it easier. Find the MaxCivs line and make it something reasonable, like "MaxCivs = 10". There are two lines for this, one is for barbarian civs, and the other is for revolutions. Once this number of civilisations exist in the game, barbarian cities will no longer form new nations, and/or revolutionaries will no longer try to form new nations, depending on the line you alter.

You get interesting results, like once you destroy a rival the very next turn the largest barbarian city creates a brand new one for you to conquer. But it stops your game getting bogged down with too many civs, and nerfs revolutions slightly, which helps strengthen the AI in a place where it has traditionally been very weak.
 
Protip:
Go build shaman/druid "cathedrals" - they block all unhealth from buildings including property pseudobuildings :D
Also there are 5 or so world wonders, that block all unhappiness including unhappiness from property pseudobuildings and pests :D
 
Guys I have a question. Firstly C2C mod is wonderful, wow, overwhelming. My question is what options to put in order to make the AI civilizations more challenging. Only one time a civ attacked me with 10 units. I remember Bts AI civs were attacking me with massive army fists or early with small squads. If AI civs were more aggressive the mod would be fascinating and the defensive buildings would be necessary. PS(I played on Immortal with Aggressive AI and was a stroll, no Revolutions).
 
Tired of high construction costs in general?
Set "Hills" settings to max.

I founded city with 6 hills in city vicinity. Now I don't have trouble with keeping up stuff - I set each citizen to work on hill.
4 of them has forests on them.

Edit:
By the way I found current relative building costs to be pretty manageable under following conditions:
- Build city with >5 hills (set hills to max before starting game), its nicer if they have :hammers: giving features on them.
- Build :hammers: giving improvements first.
- Place citizens on tiles that gives most :hammers:.
- Focus on :hammers: giving buildings first.
Especially on your second and later cities.

Additionally you can maximize production by picking certain civics, religions and traits (impure traits + negative traits for adventurous ones).
Some corporations can boost production too, but that is for midgame.
Also there are production increasing (great) specialists.
You can farm captives and use slavery for even more :hammers:
 
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Hi, I post here a Tips :
I ve made a shortcut on my desktop with this target :

"C:\JEUX\Civilization IV Complete\Civ4\Beyond the Sword\Civ4BeyondSword.exe" mod="\Caveman2Cosmos"

It make me start directly the game with C2C mod ! (it target where I installed the game, of course you have to target where the game is installed for you).

Even better with /ALTROOT command that specifies a separate directory for mod caches/saves/ini files/whatever

"C:\Games\_Steam\SteamApps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Civ4BeyondSword.exe" mod="mods\Caveman2Cosmos" /ALTROOT="C:\Games\_Steam\SteamApps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\__C2C_Data"
 
You can ghost out trade deals with AI.
That is you choose to negotiate it, clear everything and then press "farewell"

You can also completely overwrite trading deal, if there is something wrong, for example you don't want to sell your units or techs, or they want to end resource supplying deal.
 
Hi Guys,

I am not new in this game, but in this mod C2C i have just played a few games.
At the last game i have chosen Prince difficulty with Normal game speed and Large map (20 civs), first time for me on this difficulty and speed.
I am actually the biggest empire on my continent, there are around 10 other civilizations, and 3 other continents. Right now around 1400 AD, and i could not build any world wonders, which means, the other civilizations are ahead of me with the technologies. I have also spotted, that almost everyone has got stronger units, even those civilizations, who have got much less cities, i have got now 13, and even with 4 cities they are much more advanced. I got in touch with an another civilization, that are much stronger then me with 19 cities (all of his "graphs" are on a much higher levels), and he is researching right now flintlock... I went to the technology screen, clicked on flintlock, and it shows, that i need to research 77 (!) technologies to get it, which means, he has got at least 77 techs more than me. And it is actually minimum, he definitely has researched other techs, which are not needed for flintlock, so its actually more then 77. The other civ with 4 cities is researching right now Smithing, which is +10 technologies for me. At the moment with this game speed i am researching everything within 1 turn, probably they also, so i can not even gain upon them.
How is that possible? Does the AI get so much bonus on this difficulty?

Thanks for your replies in advance.
 
There are two main reasons: the game option Tech Diffusion or Win for Last is on and/or they are probably tech sharing between themselves.

For the first all you need is for someone to research first a technology and having contact with them, this would give AI's who didn't have that tech more tech points per turn and thus make them have an edge over you.

For the second the AI would be researching different technologies, but since they are all mostly of equal value they trade between each other.
 
Tech Trading with Tech Brokering along with Tech Diffusion and Win For Losing limited to AI (No tech handicaps) would do that.

I can keep up with Emperor AI as builder, if I prioritize :hammers::food::science:/:commerce: buildings and use :hammers: boosting traits/civics.
 
Thanks for the reply. Well, no tech brokering and Tech diffusion were not ticked, so i ticked them, however i did not find Win for Losing between the options.
I have started a new game on Marathon speed and Prince difficulty, starting in the ancient age. The first tech was Sedentary lifestyle. For me it needs 50 turns.
I have started to game, but after 7-8 turns i got a notification, that someone has already researched it. It seems, I still have a big handicap...
 
Thanks for the reply. Well, no tech brokering and Tech diffusion were not ticked, so i ticked them, however i did not find Win for Losing between the options.
I have started a new game on Marathon speed and Prince difficulty, starting in the ancient age. The first tech was Sedentary lifestyle. For me it needs 50 turns.
I have started to game, but after 7-8 turns i got a notification, that someone has already researched it. It seems, I still have a big handicap...
You should start in Prehistoric era - starting later might be bugged and is used only for testing.
Also date choices for later era starts seems to be pretty weird - I guess that thing is broken.
 
Okay, i have started a game in the Prehistoricera.

I have got a bug, on the diplomatic screen when i click on tech or resources first time, there is a blank page showing up (pls see attached)
And after i click on any another tab (for example relationship or glance) inside the diplomatic screen, it is still showing this blank page. The only way to solve this is to restart the game. I have got the newest version of C2C. My graphic settings are at high. Have anyone faced these issue?
One more question, what does the GNP graph show exactly? My guess until now was that it shows the total amount of commerce in your empire, which will be divided between research, culture and espionage, and the rest goes into your treasury. So lets say, if my GNP graph is the highest, and i set the research to 100%, can i be sure, that my research is the fastest?

Thanks.
 

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When i turn on automatic production, and then choose emphasize research, why does the AI choose lesser wealth all the time, instead of lesser research?
 
When i turn on automatic production, and then choose emphasize research, why does the AI choose lesser wealth all the time, instead of lesser research?
Its most likely bug, currently no one is touching and debugging DLL stuff.

Generally process usage by AI is wonky.

On some no AI test AI was using Espionage buildup.
 
When i turn on automatic production, and then choose emphasize research, why does the AI choose lesser wealth all the time, instead of lesser research?
It may be because of the percentage on your research slider. The contriburion of lesser wealth to research may be more than what lesser research provides.
 
At the moment with this game speed i am researching everything within 1 turn, probably they also, so i can not even gain upon them.

You can research more than one tech per turn, if you pre-select multiple techs in the tech tree screen (hold shift to be able to select multiple techs one after the other) and you have enough beakers per turn.
 
Thanks for your answer.

Unfortunately i still cant deal with the crime. In almost all of my cities i have got 2000+ crime rate, so there are many unhealthiness and unhappiness in all of my cities. The only thing i can do is to choose despotism to get 2 happiness per military unit and have enough units in any of the cities to compensate at least the unhappiness, but with the unhealthiness i cant do anything, its around -40 or -50 everywhere. In a few of my cities all buildings that decrease crime, have been built already, but to be honest, learning from my previous games i did not start to build police units, because i dont see any effect. If i build a new unit, it will decrease the crime only for a few turns. Now i have got guards, and if i build one, in the next turn the crime is about -20, then in the next turn about -15 etc, so if i dont build one more guard, after 4-5 turns the crime is again positive, which means increasing again. The only way to achieve constant decreasing is to build guards continuously, in my last game i had 15-20 patrols already and after i stopped building them, in 4-5 turns the crime has started to increase again, even with 15+ patrols in the city. Any ideas? Is it again a bug? Or i just missed something. Or does everyone have the same issue?
 
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